研究游戏化对内向型和外向型学生学习和投入的影响

Rodrigo Smiderle, L. Marques, J. A. P. M. Coelho, S. Rigo, P. Jaques
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引用次数: 11

摘要

教育的游戏化有助于产生与游戏类似的参与度和奉献精神,提高特定技能,吸引学生,最大化学习。然而,一些研究表明,根据用户的特点,会产生有害的结果。仍然有必要研究用户的个人资料、所执行的活动和所应用的游戏化元素之间的关系。为此,本研究将积分、排名、徽章的游戏化融入到编程学习环境中,根据外向型人格特征,研究这些游戏化元素对学生学习、行为和投入的影响。我们对40名一年级编程入门课程的本科生进行了为期4个月的实验评估,其中一半的学生使用游戏化的学习环境,另一半使用没有游戏化的相同学习环境。我们发现有证据表明,游戏化对内向和外向参与者的参与程度有不同的影响。使用游戏化教育学习系统的内向型学生提交了更多的正确答案,表现出对获得分数和徽章的更多投入,与游戏化组的外向型学生相比,他们的排名可视化程度最高。这些结果有助于理解游戏化的影响取决于用户的特定特征,如个性特征。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Studying the Impact of Gamification on Learning and Engagement of Introverted and Extroverted Students
The gamification of education can help generate levels of involvement and dedication similar to games, enhancing specific skills, engaging students, and maximizing learning. However, some studies have shown detrimental results depending on the user's characteristics. It is still necessary to study the relationship between the user's profile, activity performed and the gamification elements applied. With this goal, this work incorporated gamification with points, ranking and badges into a programming learning environment to study the effects of these gamification elements on students' learning, behavior and en-gagement according to their personality trait of extroversion. An experimental evaluation was carried out during four months with 40 undergraduates students of first-year introductory courses on programming, in which half of the students used the gamified version of the learning environment and the other half the same learning environment with no gamification. We have found evidence that gamification affected the engagement of introverted and extroverted participants differently. Introverted students who used the gamified version of the educational learning system submitted a greater number of correct solutions, had shown to be more engaged to gain points and badges, and had highest ranking visualization when compared to extroverts of the gamified group. These results contribute to the understanding that the effect of gamification depends on users' specific characteristics, such as the personality trait.
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